Hi. I'm running a game that's supposed to introduce a few new players to what a Star Wars RPG is (so, of course it's D6). It's going to follow 4-6 adventures. We've just wrapped up #2.

Adventure 1: On Scariff
The PCs were on a troop landing ship, which was shot down and crash landed WAY off course. They were close enough to see the Citadel get destroyed by the Death Star, but far enough not to get incinerated. They escaped the planet on a ship stolen from another Imperial installation on planet.

Adventure 2: Making a trade
The players managed to ditch their stolen Imperial ship, and picked up a relatively clean(ish) Light Transport.

Adventure 3: Return to Yavin
Here's where I would like some help. The players have already had some delays due to some hyperdrive problems. So, they're behind schedule. They were already probably written off as casualties of Scariff. By the time they get back to Yavin, there is a HUGE navigational disaster of chunks of Death Star in the flotsoam of orbit. Also, the Rebels have had to abandon their compromised base. No one is there when the PCs get there.

I could do the adventure as just the piloting rolls making it through the surprise junk field, and then blasting off to find the Imperial Navy coming to do their intelligence sweep of the base, and having the players blast their way through a few waves of TIEs. But I'd like to make it more interesting on planet.

The trick is, I don't want to leave it as an obvious, "Rebel Intel didn't properly destroy this piece of information, and it leads you to the fleet." I'd like to draw this out a couple of adventures, drawing on the character's backstories and previous connections with the Alliance. But I'd still like to have something meaningful happen on Yavin base.

Ideas?___________________________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind.

1. The Alliance sets up some transmitters, etc to fool the Empire into thinking the base is still active or else perhaps it is shielded requiring a planetary assault (the reasoning used in ESB). The base has been booby trapped by the equipment forced to be left behind, droids, etc. Perhaps when they are able to enter deep enough into the base they are presented with a cypher they must figure out to find the rebel fleet.

2. The Alliance leaves behind a small team of specialists and a fast ship to save any personnel who might make their way to the Yavin base before Imperial forces show up. There is a cave-in causing damage to the ship, there might be parts back at the base. When they go to find those parts Imperial forces begin to land. The make their way through the Imperial forces, find the part, free their ship, attempt to escape but have to fight off TIE fighters in order to do it. Toss in an interdictor they have to avoid, then make the jump to hyperspace.

On planet, perhaps there are groups of rebels that are trapped in the cave complex that the PCs can rescue while evading/fighting Imperial patrols. ISB is on-site to capture any intel or rebel (for interrogation, of course). Maybe a rebel or two has been captured and are being held captive on-world._________________Blasted rules. Why can't they just be perfect?

3. Group is captured by massassi who have also kidnapped other Alliance personnel, one of whom is a navigator and has the coded navigational tape to the Alliance rendezvous. Now all they have to do it escape, but the massassi are determined to make that difficult as they have taken into the catacomb chambers of yet another "lost" temple on Yavin. Once the players escape they will have to find their way back to the base, get past Imperial troopers, possibly steal a ship, run the blockade of Imperial ships above Yavin and make their escape._________________Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter

3. Group is captured by massassi who have also kidnapped other Alliance personnel, one of whom is a navigator and has the coded navigational tape to the Alliance rendezvous. Now all they have to do it escape, but the massassi are determined to make that difficult as they have taken into the catacomb chambers of yet another "lost" temple on Yavin. Once the players escape they will have to find their way back to the base, get past Imperial troopers, possibly steal a ship, run the blockade of Imperial ships above Yavin and make their escape.

Still living Massassi on Yavin 4 several thousand years after they were supposed to have gone extinct/disappeared? Womp, I know you're just brainstorming here, and it is Cheshire's game so he can decide for himself whether or not to use this, but I'm thinking that these Massassi would have to be (almost) non-sentient after a few dozen centuries of devolvement on Yavin 4 since Exar Kun's time. As in, the Massassi surviving to BBY 1 would have to be even more primitive than the Ewoks and alot more animalistic. Hell, they might not be sentient at all anymore. And this would, of course, make them even more dangerous since they couldn't be reasoned with or even communicated with._________________Sutehp's RPG Goodies
Only some of it is for D6 Star Wars.
Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them.